/Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetEditorUtilities.h
Take a list of Actors and generate a blueprint by harvesting the components they have.
The blueprint created from the actors
static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * HarvestBlueprintFromActors ( const [FName](API\Runtime\Core\UObject\FName) BlueprintName, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, const [FHarvestBlueprintFromActorsParams](API\Editor\UnrealEd\Kismet2\FKismetEditorUtilities\FHarvestBlueprin-) & Params )